Nights into Dreams
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Nights into Dreams[a] is a 1996 action game developed by Sonic Team and published by Sega for the Sega Saturn. The story follows the teenagers Elliot Edwards and Claris Sinclair, who enter Nightopia, a dream world where all dreams take place. With the help of Nights, an exiled "Nightmaren", they begin a journey to stop the evil ruler Wizeman from destroying Nightopia and consequently the real world. Players control Nights flying through Elliot and Claris's dreams to gather enough energy to defeat Wizeman and save Nightopia. The game is presented in 3D and imposes time limits on every level, in which the player must accumulate points to proceed.
Development began after the release of
Nights into Dreams received acclaim for its graphics, gameplay, soundtrack, and atmosphere. It has been cited as one of the
Gameplay
Nights into Dreams is split into seven
Each level is split up into four "Mares" set in Nightopia and a
In the flying sections, the player controls Nights' flight along a predetermined route through each Mare, resembling that of a 2D
The player receives a grade based on their score at the end of each Mare, and an overall grade for the level after clearing all four Mares.
The game features an artificial life system known as "A-Life",[17] which involves entities called Nightopians and keeps track of their moods.[18] It is possible to have them mate with other Nightopians, which creates hybrids known as "Superpians".[13][19] The more the game is played, the more inhabitants appear, and environmental features and aesthetics change.[4] The A-Life system features an evolving music engine, allowing tempo, pitch, and melody to alter depending on the state of Nightopians within the level.[20][21] The feature runs from the Sega Saturn's internal clock, which alters features in the A-Life system depending on the time.[13]
Plot
Every night, all human dreams are played out in Nightopia and Nightmare, the two parts of the dream world. In Nightopia, distinct aspects of dreamers' personalities are represented by luminous coloured spheres known as "Ideya". The evil ruler of Nightmare, Wizeman the Wicked, is stealing this dream energy from sleeping visitors in order to gather power and take control of Nightopia and eventually the real world. To achieve this, he creates five beings called "Nightmaren": jester-like, flight-capable beings, which include Jackle, Clawz, Gulpo, Gillwing and Puffy as well as many minor maren. He also creates two "Level One" Nightmaren: Nights and Reala. However, Nights rebels against Wizeman's plans, and is punished by being imprisoned inside an Ideya palace, a container for dreamers' Ideya.[22]
One day, Elliot Edwards and Claris Sinclair, two teenagers from the city of Twin Seeds, go through failures. Elliot, a basketball player, is challenged by a group of older students and suffers a humiliating defeat on the court. Claris, a singer, is overcome by stage fright when auditioning for judges, which causes her to lose all hopes of getting the role. When they go to sleep that night, both Elliot and Claris suffer nightmares that replay the events. They escape into Nightopia and find that they both possess the rare Red Ideya of Courage, the only type that Wizeman cannot steal. Elliot and Claris release Nights, who tells them about dreams and Wizeman and his plans; the three begin a journey to stop Wizeman and restore peace to Nightopia. When they defeat Wizeman and Reala, peace is returned to Nightopia and the world of Nightmare is suppressed.
The next day, in Twin Seeds, a centenary ceremony begins. Elliot walks through the parade and has a vision of Nights looking at him through a billboard. Realizing that Claris is performing in a hall, Elliot runs through the crowd and sees Claris on stage in front of a large audience, singing well. The two look at each other and transition to Nightopia.
Development
I headed back to Japan so that I could work with Mr Ohshima and while I was waiting for the plane to take off, I thought, 'Let's make a game where we can fly!' So I guess that's where it all started.
Producer Yuji Naka in an interview with Sega Saturn Magazine[23]
Nights was developed by Sonic Team, the Sega development division that had created the Sonic the Hedgehog games for Genesis. The Nights concept originated during the development of Sonic the Hedgehog 2 in 1992, but development did not begin until after the release of Sonic & Knuckles in late 1994.[24] Programming began in April 1995 and total development spanned six months.[24] Yuji Naka was lead programmer and producer,[25] while Naoto Ohshima and Takashi Iizuka were director and lead designer, respectively.[24][26] Naka and Ohshima felt they had spent enough time with the Sonic franchise and were eager to work on new concepts.[27] According to Naka, the initial development team consisted of seven people, and grew to 20 as programmers arrived.[24][25]
Sonic creator and project director Ohshima created the character of Nights based on his inspirations from travelling Europe and western Asia. The character design incorporated Japanese, European, and American stylistics in order to give Nights as universal an appeal as possible.[27] Ohshima later decided that the character should resemble an angel and fly like a bird.[28] In the context of the game, Nights is a part of every human's subconsciousness, and so was purposely designed to be neither male nor female.[27] Nights' personality is intended to be a "a mirror of the child's personality."[29]
Naka originally intended to make Nights into Dreams a slow-paced game, but as development progressed the gameplay pace gradually increased, in similar vein to Sonic games.[24] The initial concept envisioned the flying character in a rendered 2D sprite art, with side-scrolling features similar to Sonic the Hedgehog.[26] The team were hesitant to switch from 2D to 3D, as Naka was sceptical that appealing characters could be created with polygons, in contrast to traditional pixel sprites, which the designers found "more expressive".[26] According to Iizuka, the design and story took two years to finalise.[25] The difficulty was designed with the intent that young and inexperienced players would be able to complete the game, while more experienced players would be compelled by the replay value.[30]
Nights was developed using Silicon Graphics workstations for graphical designs and Sega Saturn emulators running on Hewlett-Packard machines for programming. There were problems during early stages of development because of a lack of games to use as reference; the team had to redesign the Spring Valley level numerous times and build "everything from scratch".[28] The team used the Sega Graphics Library operating system, said by many developers to make programming for the Saturn dramatically easier, only sparingly, instead creating the game almost entirely with custom libraries.[31] Because the Sonic Team offices did not include soundproof studios, team members recorded sound effects at night.[24] According to Naka, every phrase in the game has a meaning; for example, "abayo" is Japanese slang for "goodbye".[32] The team felt that the global market would be less resistant to a game featuring full 3D CGI cut scenes than 2D anime. Norihiro Nishiyama, the designer of the in-game movies, felt that the 3D cutscenes were a good method to show the different concepts of dreaming and waking up. Naka said that the movies incorporate realism to make it more difficult for the player to disambiguate the boundary between dreams and reality.[26]
The development took longer than expected because of the team's inexperience with Saturn hardware and uncertainty about using the full 560 megabyte space on the CD-ROM.
Iizuka said Nights was inspired by anime and
Release
Nights into Dreams was introduced alongside an optional
Because the Nights character was testing very young in
Related games
Christmas Nights
Christmas NiGHTS into Dreams...[b] is a short Christmas-themed version of Nights into Dreams released in December 1996.[18] Iizuka stated that Christmas Nights was created to increase Saturn sales.[17] Development began in July 1996 and took three to four months, according to Naka.[21] Designer Takao Miyoshi recalled working "in the peak of summer ... holed up at the office listening to 'Jingle Bells'".[17]
In Japan, Christmas Nights was included as part of a Christmas Sega Saturn bundle
Christmas Nights follows Elliot and Claris during the holiday season following their adventures with Nights. Realizing that the Christmas Star is missing from the Twin Seeds Christmas tree, the pair travel to Nightopia to find it, where they reunite with Nights and retrieve the Christmas Star from Gillwing's lair.
Nights features several unlockable bonuses, such as being able to play the game's soundtrack,
Sequel
Sonic Team made a prototype Saturn sequel with the title Air Nights for the Saturn, and began development for the Dreamcast.
A sequel,
Reception
Aggregator | Score |
---|---|
Mean Machines Sega | 96%[68] |
Sega Saturn Magazine (UK) | 96%[69] |
Sega Saturn Magazine (Japan) | 9.8/10[70] |
Saturn Fan | 8.4/10[2] |
Publication | Award |
---|---|
Japan Game Awards | Best Graphics, Best Programming[71] |
In Japan, Nights into Dreams topped the Japanese all-format games chart, despite increased competition from the newly launched Nintendo 64.[72] It was the best-selling Sega Saturn game and the 21st best-selling game of 1996, with 392,383 copies sold.[73] The PS2 version sold 6,828 units in Japan, bringing total Japanese sales to 399,211 units.[74] In the US, Nights into Dreams was reported to sell out at several different retail outlooks.[75]
Nights into Dreams received critical acclaim,[76][77][78] holding an average score of 89 percent at GameRankings, based on an aggregate of nine reviews.[61] Upon release, Computer and Video Games magazine called it "one of the most sensational video games EVER made!"[20]
The graphics and flight mechanics were the most praised aspects. Tom Guise of Computer and Video Games said the flight system and freedom were captivating and that Nights into Dreams was the "perfect evolution" of a Sonic game.
Levi Buchanan from
Reviewers also praised the soundtrack and audio effects. Paul Davies from Computer and Video Games said Nights had "the best music ever"; in the same review, Tom Guise said it created a hypnotically magical atmosphere.[20] Ferris said that the music and sound effects were that of a dream world, and asserted that they were fitting for a game like Nights into Dreams.[66] IGN's Buchanan praised the soundtrack and that the sound effects "fit in perfectly with the dream universe".[11]
Nights Into Dreams received the "Best Graphics" and "Best Programming" awards at the Japan Game Awards.[71] In Electronic Gaming Monthly's "Best of '96" awards, it was a runner-up for Flying Game of the Year (behind Pilotwings 64), Nights was a runner-up for "coolest mascot" (behind Mario), and the Saturn analog controller, which the magazine called the "Nights Controller", won Best Peripheral.[81] The following year EGM ranked it the 70th best console video game of all time, describing it as "unlike anything you've seen before ... a 2.5-D platform game without the platforms".[82]
Legacy
Nights into Dreams has appeared on several
Remakes
Sega released a remake of Nights into Dreams for the PlayStation 2 exclusively in Japan on 21 February 2008. It includes 16:9 wide screen support, an illustration gallery and features the ability to play the game in classic Saturn graphics.[90] The game was also featured in a bundle named the Nightopia Dream Pack, which includes a reprint of a picture book that was released in Japan alongside the original Saturn game.[90][91] A Nights into Dreams handheld electronic game was released by Tiger Electronics in 1997,[52] and a port of it was later released for Tiger's unsuccessful R-Zone console.[92]
A
In other media
Claris and Elliot make a cameo appearance in Sonic Team's
A minigame version of Nights into Dreams is playable through using the
Comics
In February 1998,
Footnotes
References
Citations
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- Hickman, Sam (August 1996). "The Dream Team". EMAP: 34–41. Retrieved 24 November 2015.
- Hunt, Stuart (December 2012). "The Making of Nights into Dreams...". Retro Gamer (45). Imagine Publishing: 26–31.
External links
- Official website (in Japanese)
- Official website for the PlayStation 2 remake (in Japanese)